Axlerod Posted May 18, 2015 Share Posted May 18, 2015 Almost two years after launch, DICE continues to update Battlefield 4 with new content and tweaks. Yesterday, the developer announced that the game's upcoming Spring patch will add new weapons and an old mode from Battlefield 3, Gun Master. The patch will add five new weapons, and while DICE didn't share their exact names and look, it gave us a general idea for what to expect: New fan favorite Assault Rifle AN-94 - Picked based on its unique burst gameplay and massive fan desirability New Carbine GROZA1- A unique bullpup carbine with built-in vertical grip New PDW GROZA4- A unique PDW with built-in silencer New Sidearm MARES LEG - Unique long range “sniper” sidearm using magnum rounds New LMG L85A2 - Magazine fed LMG, which with the new weapons balance, plays in between a belt-fed LMG and an AR – your “run and gun” LMG Gun Master, which gained its popularity in the Battlefield 3: Close Quarters DLC, is like Team Deathmatch, but you only get new weapons every time you get two consecutive kills, and the first player to get a kill with the final weapon wins. The patch will also "significantly improve client stability on all platforms," fix a number of issues that cause crashes, and rebalance all weapons, which you can read about in greater detail here. SPRING WEAPONS BALANCE PROJECT With the upcoming Spring Patch release, we want to look at our full weapons catalog and do some changes. GOAL: Better define the roles of primary weapons, clarify their differences and improve consistency, through: Tweaking effective weapon ranges per weapon type See example illustration of new damage model: Open Weapon Damage Model Suppression changes No suppression at optimal/effective range, only in the falloff ranges and beyond The intent is for suppression to be used as a tool to reposition yourself in combat Making headshots more meaningful Bring back 2 hit kill headshots within optimal range (varies per weapon, not available on all weapons) Reducing the impact of a high rate of fire Keep both high and low rate of fire viable choices respectively Clarifying bullet spread, impacts and recoil Improved 1P Tracer effects, Sniper vapor trails, bullet impact effects & sounds Making shotgun behavior more consistent DICE said that it will release the full patch notes closer to release. Looking ahead, DICE is already working on a summer patch, which will introduce a new "audio obstruction system." You can get an idea for how this new feature will work in the video below. https://youtu.be/6kaYec34gog This is what the next patch is going to do. DMR spammers are going to cry. Weapon Updates VFX: Muzzle smoke opacity tweaks and fixes to positioning when ADSing, shell eject positions updated on all 5 guns.VFX: adding bolt action vent smoke to Mare’s Leg, adjustingGroza-1 casing eject position.Fixed alignment of pistol iron sights (M1911, Taurus44)Removed burst UI for CBJ PDWFixed magnifier and variable zoom FOV’s to align better on the Mare’s legAdded new magazine for Groza-1, rerigged animationSet 1P weapons to on demand loadingTweaked muzzle lights on Mare’s leg, and updated textures.Fix Groza-1 on menus to indicate that it has a heavy barrel standard instead of the normal barrel.Final polish tweaks to camo and AN94 modelSFX: Adding weapon crate weaponfire soundpatches and first pass tuning;Adding latest mix tweaks to soldier bullet impacts (headshot, body, limb should be more audible now!) Fixed issue where RCON vars.unlockMode caused subsequent commands to be offsetFixed the annoying issue where soldier camo was reset each game session Requires a Battlelog update to work properly with the battlelog loadout functionality, might affect your currentcustomization setup.Added several bug-tracking code changes to be able to reproduce our top crashes WEAPONS BALANCE UPDATE In this release we have a pretty massive list of changes to our weapons and their handling. Please give us feedback in this reddit thread: Spring Patch #3 weapons balance feedback Suppression now affects weapon recoil. The following values are at 100% suppression and linearly scale from zero. This means weapons that suppress more quickly (High ROF) are also affected by suppression more (SIPS/SDPS). Most weapons Vertical Recoil +50%First Shot Multiplier +25%Spread Increase Per Shot +100%Spread Decrease Per Second +100%ADS Max Spread +0.5 degreesBoltAction Only: ADS minspread +0.2 degrees Shotgun, DMR, Sidearm Only Vertical Recoil +75%Spread Increase Per Shot +50%Spread Decrease Per Second +50%ADS Max Spread +0.5 degrees ARs Increased max spreadGenerally slightly harder to control recoil PDWs General spread improvementsAttempt to improve PDW for their role as close range on the move weapons Carbines Generally more recoil/harder to controlAttempt to place carbines more in-between AR and PDW LMGs Mag fed spread improvements vs belt. Attempt to separate belt fed vs mag fed vs AR.Mag fed LMGs should feel like a middle ground between AR and Belt Fed. DMRs ADS spread increase raised making it harder to countersnipe a bolt action over long distances.Heavy barrel should be more relevant past 100 meters. G18 and 93R Sidearms Improvements to spread and recoil to make them more viable Corrected magazine sizes G18(20->18)M93R(21->16)CZ75 (12->13)U-100 (46->31)RPK74M (46->41) Miscellaneous fixes Reduced spare magazine count on revolvers(5->4) and DEagle(4->3). To reduce the use as a “primary” weapon due to their high damage potential.Increased damage falloff start range for 9mm sidearms (8->10)Corrected 9mm PDW suppression (Had 9mm sidearm values)Changed JS2 to 9x19mm 31/5New bullet created for RPK74M, 30-20dmg 8-65meters.Removed zeroing component from Mare’s LegIncrease suppressed velocity for Mare’s Leg and corrected headglitch zeroing (310->330) official Patches Release notes here ----> https://eaassets-a.akamaihd.net/dice-commerce/omaha/assets/notes/20150526_BFH_SpringPatch.pdf Quote Link to comment Share on other sites More sharing options...
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